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The Presumed Literariness of Digital
This presentation will challenge the current, too quickly determined relationship between
the ‘literary’ and digital media. The presumed literariness of digital art--these days, anything
from performance art to virtual sculpture work--muddles the already confused and meandering
genre of electronic literature, leading away from acts of reading and remarking on text and its location in new media. Electronic literature began as a study of literary writing produced and
meant to be read on a computer screen, opening up new possibilities for interactive and dynamic
storytelling, utilizing the new medium’s ability for linking lexias. The literariness of this work
is manifest: the work was primarily textual, the centrality of reading paramount. Textuality was
at the heart of the work, thus the term electronic literature was appropriate and uncontested.
Lately, ‘electronic literature’ is an umbrella-term for all things digital. A spectrum of genres
and forms are included, among them video games, interactive fiction, digital art, and (virtual)Eric Dean Rasmussen - 19.06.2012 - 14:41
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Determining Literariness in Interactive Fiction
Questions whether the world presented in interactive fiction is a "literary one." Defines "literariness" as quality of "making strange" that which is linguistically familiar. Randall presents study of: "Mindwheel,""Brimstone,""Breakers,""A Mind Forever Voyaging,""Portal," and "Trinity." Suggests that the literariness of interactive fiction comes out of its concern for "making strange" what is familiar and vice versa.
Jill Walker Rettberg - 29.06.2013 - 09:42